The prototype that was banned from Halfbrick (2013) [video]
youtube.com
youtube.com
Highlights include: - People covertly supplying weapons technology to the people fighting their allies to prolong the conflict, so that they would be weaker when they had to betray them. There was a lot of dealings at the coffee machine regarding trading technology. - A cold war standoff between myself and our lead frontend dev. I'd setup an ambush by setting up ships on a star out of his radar range, but close enough that I would be able to reinforce the juicy target I had setup for him. The only catch was that I only had an hour to move the reinforcements once he began his attack, so I had to constantly watch the game. We had a Game Of Thrones finale event that I was going to attend, but he skipped. Knowing I would be distracted, he launched the attack 15 minutes after the scheduled start of watching the finale. Luckily I checked the game on my phone in the middle, saw the incoming attack and was able to defend successfully.
This kicked off people checking the game as the last thing they did before they went to bed, and the first thing they did in the morning. A few of us even set alarms so we could launch surprise attacks.
We definitely had a similar sort of breakdown of relations. There were accusations of screen-cheating (if you can call looking at a map of everything in your empire on a 27" monitor in the middle of an open-office screen-cheating). One game even collapsed into anarchy when one of the players dropped out rather then attack one of her coworkers.
Either way, it was a ton of fun. Definitely wasn't great for productivity though.
You should check out the This American Life episode about Diplomacy, in which an actual diplomat is recruited to advise... https://www.thisamericanlife.org/radio-archives/episode/531/...
I think the major difference between the two is that in Diplomacy/Machiavelli you can't give your armies to someone else the way you could give your actions to someone else in the tank tactics prototype. That prevents the chaining, but wow, it still makes for a fun family gathering when you "accidentally" move to the wrong place and your "enemy" and your "ally" wipe each other out.
And while the fact that this was played in an office context was addressed, I think they under attributed it's affect. I think there are two major problems that are addressed by moving this into a general public, MMO context:
(1) Productivity Loss I mean, this can almost entirely be addressed to the context. The game exists only at work, and so you can only play it when you are supposed to be working.
(2) Negative Effects of Friend/Work relationships I expect from people I've nurtured friendships and work relationships a certain amount of respect and loyalty. From a faceless internet foe, I expect nothing.
I find the coddling attitude slightly frustrating, and I think that if video games are to be considered art, they need to be able to hurt us if they ever want to be able to lift us up. Art is a proxy for life experience, and in my opinion, good art leaves you changed.
Obviously, it's bad if it leaves you with crippling depression or paranoia, but certainly some level of sadness and anxiety is critical for it to have any meaning.
One thing, however, that I do think is important is knowing what you're getting yourself into. If I feel I'm in a certain head space where being deceived or betrayed in any context would result in me feeling particularly shitty, then I wouldn't want to play Diplomacy any more than I would want to watch Lynch's Eraserhead. In that respect, I feel like artists are a little responsible to represent the experiences that are commonly felt in the consumption of their art.
Can't help but draw analogies to politics and many other things.
Great post.